Once something has started to be recycled, doesn't it get converted to a wreck, and so even if it is unassigned, all you can do with it at that point is recycle it? So it would appear that unassining wouldn't really do anything.

So a 100 flat has a sum total of 2000 materials with a repair skill of 0 it works out to be: ((2000 * 20) * 50) * 0.60 = 1200000 seconds or 13.8 days, another example is a fountain which would be ((52 * 20) * 50) * 0.60 = 31200 seconds or 8.6 hours. Both of which in my experience are correct time estimates for those entities.

Yeah I am pretty sure the timers are stored in seconds, so probably all ETAs are even calculated that way. Otherwise the timers are ridiculously high values that I have no clue what they mean =P

Since we are asking about recycling, I had a question come up recently. With Repair 1 I used to get around half the RMs from a facility, but Repair 4 doesn't seem to have that much bigger impact. Still testing it, but really wondering if there is a point to having high Repair.

Materials Required * (Modifier / 100)
So with a 0 repair it is 2000 * (50 / 100) = 1000 or 50% RM's returned
With repair 1 it is 2000 * (51 / 100) = 1020 or 51% RM's returned
With repair 4 it is 2000 * (54 / 100) = 1080 or 54% RM's returned

So for every 1 skill increase you get 1% more RM's returned.

Honestly I don't use EVS much anymore just because they are a logistical nightmare to work with and the time multiplier almost doubles recycle times; A 100 flat 0 repair skill with a wrecker takes 13.8 days an EVS would take 23.1 days.

Yeah we dotn use them much either, only two of us have them, the rest flies Wreckers. But apparently the RM output isn't that great, kinda sucks honestly. With only 5 max you'd think there would be bigger difference, good to know I dont need to waste my ponits.